Lighting

The visual look and atmosphere of the play is mostly due to light design. As such, a great effort was invested in establishing the appropriate mood for each ambient.


The cell

In the Cell, the goal was to acheive an intimate environment. For this we resorted to a combination of Volumetric Lighting and Fog Shadows coming from the window, and complemented by a warm Particle Emission Lighting originating from the candles.

Candelabrum and window

The clearing

At the Clearing, the plot called for both day and night illumination. This was achieved using HDR Light Mapping from the Time-of-Day Unity package. For the night illumination a camp fire was also created with Particle Lighting.

HDR Light Map (Time-of-Day) + Particle Fire

The viewpoint

HDR Light Map

 

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